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After many lengthy forum discussions on Raise Dead mechanics and how it affects gameplay and storytelling, finally found a fine article in Dungeon #342 by Rodney Thompson. Gives 6 alternative ways to Raise the Dead for those who feel that game systems cheapen what should be a dramatic event in storytelling and make it more a nuisance that transforms tragedy into economics. It also provides more game-friendly options that incorporate the below so a player doesn't have to sit out indefinitely while a hard-to-find Raise Dead is obtained.
#1. Keepers of the Dead.
#2. Eve of the Dead.
#3. Land of the Dead.
#4. Mark of Passing.
#5. Familiar Soul.
#6. Resuscitate.
Optional: To avoid impossible measures, a character gains one of the below conditions until the full requirements of the Raise Dead variant are met. For example, if using Keeper of the Dead, other clerics could cast the spell, but only a cleric whose diety oversees death (or healing) could complete the ritual so that there is no "penalty."
Foot in the Grave. The soul is partially here and in the afterlife. The character seems listless, is always fatigued and upon negative HP begins to bleed out at 2hp a round.
Stagnant. The soul is locked into a limbo, repetitive state in which no XP is gained.

Cadenzo |
In my own campaigns I often resort to mixes of all of these. "Keepers of the Dead," being one of my favorites. Meaning only certain items, certain rare books, holy people, divine intersession ect ect can bring back the dead.
Short of godly intersession, mortals can cheat death but it requires alchemical talents, or Necromancy, and there is no assurance that what your doing will bring back the person you want. In one campaign they pulled a frankenstein and got a player back to life, but he hated what he was now and chose to "end it." so to speak.